shader_type canvas_item;

void fragment() {
    vec2 uv = UV;
    float v = sin(uv.x * 10.0 + TIME) + sin(uv.y * 10.0 + TIME) + sin((uv.x + uv.y) * 10.0 + TIME);
    float c = (sin(v) + 1.0) / 2.0;
    COLOR = vec4(vec3(c, c * 0.5, 1.0 - c), 1.0);
}
